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Chase Rules: Turn Order Details
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====Step 5: Obstacles==== The Game Control may wish to throw in some obstacles to add to the action. These can range from an overturned gas tanker and sections of heavy road construction (for ground chases) to a blimp or a fireworks display (for air chases) to a low bridge or a whale (for water chases) to a locked door (for foot chases), An obstacle requires either a Reflex save or vehicle skill roll against the obstacle's DC. If the roll fails, the driver must make a crash check during step 7. The prey makes his obstacle check before the predator does. The base DC for avoiding an obstacle is determined by the terrain (see page 185), and the GC may increase or decrease the DC by up to +/- 2 depending on the size or complexity of the challenge. Obstacles are intended as spice, not the main focus of chases, and can be ignored completely by the GC. If the predator and prey get in a rut, GCs should use obstacles to shake things up. If the drivers are keeping things dynamic, the GC should reserve obstacles for a more effective time. The frequency that obstacles crop up is based on the local terrain (see page 185). Optional Rule: The GC may either only introduce an obstacle by spending an action die, or use the recommended random die rolls to determine when obstacles show up and spend an action die for each extra obstacle he includes.
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